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Dive into the research topics where Sangkyun Kim is active.

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Featured researches published by Sangkyun Kim.


Journal of Systems and Software | 2007

IT compliance of industrial information systems: Technology management and industrial engineering perspective

Sangkyun Kim

IT compliance is one of the hottest issues in IT and technology management fields. The purpose of this paper is to provide a common framework for IT compliance. First, a review on the compliance age is provided. Second, the characteristics of business records communicated via industrial information systems are described shortly. Finally, an IT compliance framework is suggested. The framework of this paper is not proven by industrial studies because the spread of IT compliance and the industrial response to it are still under progress. Future works should prove the practical value of this framework and should include technical studies.


Journal of Systems and Software | 2007

Common defects in information security management system of Korean companies

Sungho Kwon; Sangsoo Jang; Jaeill Lee; Sangkyun Kim

To reduce the possible trials and errors while promoting the establishment and certification of the information security management system (ISMS) by enterprises is the purpose of this paper. To satisfy this purpose, this study presents the defects by item found during the certification process of the ISMS of a number of enterprises by government certification agency in Korea. As a result, by analyzing the derived defects, this paper has outlined the issues to be attended to among enterprises at each stage of the establishment of the ISMS. Furthermore, this study presents a reference model for conducting a self assessment, so that companies may be able to self verify the completeness of their establishment of the ISMS. The case study is also provided to prove the practical value of this study.


International Journal of Technology Management | 2007

A study on the development methodology of the business model in ubiquitous technology

Hong Joo Lee; Sangkyun Kim

The recently growing ubiquitous technology environment combines off-line and on-line, while creating new space, differing from the existing environment, which is used in diverse business opportunities. Many nations, including the USA, European nations and Japan, are conducting diverse projects and research related to ubiquitous technology, to seize these opportunities, and in Korea universities and research institutes are leading relevant research. Yet the concept of ubiquitous technology has yet to be fully established, preventing any in-depth research. The fragmented service scenario applying the simple factor technology can bring technical innovation which is limited in sustainability and expansion. In this respect, this study aims to present a new methodology for the development of new business, which can be widely used by companies, based upon characteristics of recently available technical and application systems. Here, we analysed customers needs in the mobile industry, presented a methodology for the development of relevant business factors, and then verified its validity.


Archive | 2018

What is Gamification in Learning and Education

Sangkyun Kim; Kibong Song; Barbara Lockee

Let’s explore the types of games that can be applied for gamification. n n nLet’s understand the definition of gamification. n n nLet’s find out the historical background of gamification. n n nLet’s figure out how gamification is associated with the experience economy and the behavioral economics. n n nLet’s understand the effects of gamification on learning and education.


Journal of Korea Game Society | 2015

An Observational Research on the Limitations and Side Effects of Gamification in Educating Human Resources

Sangkyun Kim

ABSTRACT Fun and happiness are the intrinsic values of the human beings. Game is one of the most efficient tools which satisfies those intrinsic values. Approaches and methods combining game and education to provide the enjoyable education environments have been increasing. As use of gamification in corporate and school education environments for human resources is increasing, significant voices of concern on the limitations and side effects of combining game and education are continuously increasing. The purpose of this paper is to energize the use of gamification in education environments by clarifying the limitations and side effects of gamification and seeking ways to overcome those factors. This paper summarizes an observational research on the limitations and side effects of gamification in education environments, and provides the interviewees opinions on gamified classes.Keywords : Gamification of Learning, Human Resource, Side Effects Received: Mar. 18, 2015 Revised: Apr. 16, 2015 Accepted: Apr. 30, 2015Corresponding Author: Sangkyun Kim (Kangwon Naitonal Univ.)E-mail: [email protected]: 1598-4540 / eISSN: 2287-8211Ⓒ The Korea Game Society. All rights reserved. This is an open-access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.otg/licenses/by-nc/3.0), which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.


Journal of Korea Game Society | 2015

The Educatees' Perception Change of Learning Motivation and Fairness on Feedback using App

Sangkyun Kim

ABSTRACT Effective feedback plays a key role in education environments to motivate the students and to maintain their flow. However, there usually lacks in providing effective feedbacks in education environments due to an excessive number of students and insufficient class times. The purpose of this paper is to analyze the educatees response on game like feedback using App. In this paper, Class123 App developed and published by BravePops was used. During one semester, Class123 App had been used in engineering class and the educatees responses on game like feedbacks using Class123 App are analyzed. Statistical analysis results show that the feedbacks using Class123 App made positive effects to motivate the students. Especially, the positive feedbacks were more effective than the negative feedbacks.Keywords : Class123, App, Feedback, Educatee, Gamification of Learning Received: Mar. 11, 2015 Revised: Apr. 13, 2015 Accepted: Apr. 22, 2015Corresponding Author: Sangkyun Kim (Kangwon Naitonal Univ.)E-mail: [email protected]: 1598-4540 / eISSN: 2287-8211Ⓒ The Korea Game Society. All rights reserved. This is an open-access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.otg/licenses/by-nc/3.0), which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.


Journal of the Korea Academia-Industrial cooperation Society | 2011

Development of the Evaluation System for Learning Outcomes of Capstone Design Course

Sangkyun Kim

This paper introduces a case study on the development of the evaluation system for capstone design course which is usually provided at engineering education program. A capstone design is an engineering education course which aims to improve the students ability on analysis and design of practical industrial problems by use of overall engineering knowledge which has been learned in undergraduate program. Firstly, this paper provides a literature review on evaluation indices and methods related with a capstone design course. Secondly, the evaluation system for learning outcomes of capstone design course is described. The evaluation system for learning outcomes of capstone design course provided in this paper could be referred by other universities opening a capstone design course, and used to design an evaluation system for internship program or education course which is provided as an industry-academic connection program.


International Journal of Technology Management | 2011

Auditing methodology on legal compliance of enterprise information systems

Sangkyun Kim

In spite of the scepticism, that information technology (IT) compliance is useless enforcement, which does not contribute to an economic balance of the organisations, IT compliance is a mandatory responsibility of the organisations for their survival enforced by legalised rules. To review and update enterprise information systems to be in compliance with various laws is not an easy work because previous studies on information engineering or security engineering do not provide a specialised methodology for IT compliance. The most critical problem that the organisations are facing is that it is very difficult to identify what they should do for IT compliance. An auditing methodology, which identifies the problems of and provides guides on IT compliance would be the solution for the problems that organisations are facing. This paper provides an auditing methodology, which consists of an auditing target, checklist, process model, evaluation indices and reference model. The methodology proposed in this paper helps IT staffs, managements and auditors to improve the level of IT compliance and manage an auditing project effectively.


Archive | 2018

What Is a Game

Sangkyun Kim; Kibong Song; Barbara Lockee

Let’s understand the definition of games. n n nLet’s find out the characteristics of games. n n nLet’s figure out what kinds of games exist and how to classify them.


Archive | 2018

Students’ Perception of Gamification in Learning and Education

Sangkyun Kim; Kibong Song; Barbara Lockee

Let’s see how our students perceive gamification in learning and education settings. n n nLet’s find out how people behave in games. n n nLet’s understand why some game players misbehave within a game.

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Hong Joo Lee

Carnegie Mellon University

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